SOULCALIBUR 6: News, leaks and information discussion.

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The life bars in the Strongstyle vid go from:

Green > Blue > Yellow

It doesn’t feel right. Shouldn’t it be:

Blue > Green > Yellow

Unless that StrongStyle video just has off coloring, I think it should be the latter.

Life bars in EVERY SC except V had green health bars. The way it goes is probably how it should go.
 
Life bars in EVERY SC except V had green health bars. The way it goes is probably how it should go.
SCIV had green health bars up to 100%, if any special equipment caused health to be higher blue was used for the healthbar above 100%. I can understand thinking blue, green, yellow appearing more correct.
 
SCIV had green health bars up to 100%, if any special equipment caused health to be higher blue was used for the healthbar above 100%. I can understand thinking blue, green, yellow appearing more correct.

True, true...However the traditional look for SC is the green health bar which is the point I was trying to make.
 
Wednesday in Japan starts 17 hours and 40 minutes after this post. :sc2ivy2:

Edit: but, come on, let's be realistic. They would've teased a reveal at least.
 
C'est magnifique.

Ivy and Taki seem like the most likely inclusions. Incidentally they're generally early reveals (along with Gnatsu) and I think this is the latest Ivy will be shown. Maybe we can see Ivy's mansion too? But I'm sure that appeared in every odd-numbered title.

For some reason I think it'd be cool to show stage transitions as you can knock opponents out through a nice fancy window and into her garden or something.

Something like that since it looks like there won’t be individual stages but she still often showed up at the library.
 
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Hey everyone. I got to play several hours of SCVI at StrongStyle this weekend. I'll try to give a breakdown of everything I learned.

Movement - Basically is SCV movement in regards to tapping to move and being vulnerable, but if you hold a direction to move (walk) you can guard instantly. I think dashes might be slightly less vulnerable too, but you should have an easier time dealing with anti-movement tools in this game in comparison.

Guard Impact - Like many of you may know, it beats lows mids throws and highs. However, you can do reversal edge, break attacks (lightning moves), and unblockables to counter it. When you successfully land a break attack vs a GI you get a Lethal Hit. I'll explain what that means later. Everyone seems to have their break attack bounded to 5A+B (other directions give you normal moves).

Reversal Edge - So similar to GI it beats every hit level, but you can also reversal edge someone's reversal edge. If you throw out a reversal edge and it gets blocked nothing happens. However, you can charge it and I believe it forces the mini game as long as it doesnt whiff. I know for a fact that if you parry something with a reversal edge, they recover in time to block, it will force the mini game every time. After you parry something and start to swing you can be frame trapped out of it. Something that I thought was pretty cool is that you can reversal edge from side turned, back turned, and crouch and be facing the opponent. It didnt feel like a very abusable mechanic since they're linear and slow.

Critical Edge - Same thing as SCV but significant invincibility nerfs. Sophitia's looks kinda horizontal but you can step it fine. You can also guard impact them now.

Soul Charge - This is every character's best move. They're very easy to obtain too since meter management in SCVI isn't really a thing. In SCV you had brave edges and GIs to spend stuff on. In this game you're pretty much always storing it for this specific state. So when you activate Soul Charge, as long as the opponent is close enough, they get pushed out far away from you and you get + frames. Should note that there is a LOT of invinicbility, so it is pretty much a get out of jail free card, but keep in mind if you activate yours first, the opponent can just do theirs and will net more time in Soul Charge since you got pushed away and they didn't. This state buffs random moves and gives extra strings. There's a lot of extra break attacks in Soul Charge state, so GI spam isn't an issue at all. I know people aren't fans of the guts system in SCV (where yellow health gets scaled) carrying over into SCVI, but when you Soul Charge you are doing chip damage as they block, so it ends up netting you back the damage you would've lost from poking people. Did I mention this thing stops the clock? Comeback time!

Lethal Hit - Under certain conditions these specific moves will give you a stun or a higher launch. Most consistent example is guard breaks vs GI. This is basically what makes GIs not as strong as they sound.

Throws - It is the same concept as other games with a different input. Press 4A+G (the new B throw) and you tech it with Back+Attack button. Press any other A+G combination and you just press any attack without holding the back direction. Will take time to get used to.

Guard Burst - Same system as SCV, but if you perform a Guard Impact or a Reversal Edge it drains you guard gauge. aGIs do not affect your guard gauge.

Generic 2K frame data - I know for a fact that it changes on counter hit to be less negative, but I don't know all the impact data. I can tell you that doing 2K into FC A with Sophitia trades with 6K from Sophitia. CH 2K into FC K trades with Sophita BB.

Character Specifics:

I am going to list changed notations and properties. Just assume when I say what the move turned into that I am talking about SCV notation being changed into SCVI notation. I'll specify otherwise. Moves that have yellow highlights will be able to Lethal Hit. Moves with blue highlights are guard breaks. Remember that all guard breaks can lethal hit.

Sophitia's new moves:

TAS AB - Reminds me of Patroklos 66A BE. Basically a mid into a + on block guard break. Can be interrupted and stepped, but both of those lose to TAS AA. Remember that you can't Guard Impact break attacks, so if you try to GI the low, the mid can launch you.

2BK - New extension to pair with 2BB. It is a safe high kick that rings out. First hit doesn't force standing so you won't be able to CH combo on crouchers.

6AA - High low that has an aGI. Dunno what it parries.

6BB - A mid mid that has an aGI. Dunno what it parries.

AAA - Basically an AA with a high follow up.

BBB - Basically a BB with Pyrrha's SCV 3A+B as a follow up. Very steppable and interruptable.

Sophitia changes:
  • TAS (Twin Angel Step) is now inputted as 2366.
  • TAS B is now unsafe with reduced pushback. On air hit causes bound to give additional follow up.
  • ASS (haha, but Angel Step Sidestep) now just gives you the AS movelist.
  • AS B is now i13
  • B+K can now be done from crouch as well as standing.
  • A+B input changed to 6A+B (all of her aGIs can be done from crouch in this game)
  • Pyrrha 4B changed to A+B (mid). It does not launch normally. If you want to get more specific it is the same move as Cass 22B from SC2. Can reallign with opponent.
  • 1A no longer knocksdown
  • 4AB is now NC
  • B2BBB is now 1BBB
  • She now has Pyrrha 22BAK
  • Jump B changed to look like a while landing move. Can cause ringout.
  • 6K reduced pushback from Pyrrha Omega 6K
  • 1(K) is now safe on block
  • 3A+B changed to 11_44_77A+B
  • 8B+K now realligns with opponent. Still kinda sucks.
  • 4B+K is the unblockable input like Pyrrha's
  • 66B reduced pushback
  • 33B is now inputted as 22A+B
  • 22K knockdown on CH
  • Omega 22B is now 66A+B
  • It is possible to guard burst with RUN K
  • AS K
Sophitia in Soul Charge
  • TAS B becomes safe and faster!!!
  • BBB now can be followed up with a guard break version of 44B+K to become BBBB. Last hit causes bound to give additional follow up.
  • 44A can now have it's follow inputted manually. Becomes 44AB and it super launches with pushback on block
  • 4AB
  • She now gets 236AA BE from Pyrrha (AS AAB)
  • Just like BBBB, you can do 44A+BB.
Overall Sophitia impressions: She is basically a monster at guard gauge damage and can still poke you down and punish you hard. Only becomes more apparent when she Soul Charges. There really doesn't seem to be anything that would make you think she isn't fun anymore. Also people might have fun using 11A(A) again now that Just Guard is gone. My favorite move was easily TAS AB in this build.

Mitsurugi's new moves:

1BB - This is a crazy low mid string. It is a natural combo on standing opponents AND grounded opponents. It leaves you in full crouch with some frame advantage

1BA+B- This isnt a natural combo but I guess you use it to bait reversal edges. Automatically goes into Relic.

66(B) - It is his SCV 66BB but you hold the input on the first part of the string to go into Relic.

Relic B
- Ok this is kinda a new move? It looks similar to the old Relic B, but it doesn't sidestep.

Relic A, Relic (A), and Relic AA - Seems like just a jab. Both hits are high. 1st hit can go into Mist.

Relic K - Long range unsafe tackle. Very useful in combos since it spikes then down in front of you for a free follow up

6BB and 6B(B) - Mid stabs that go into Mist. Dunno how good it is.

66K - Shoulder tackle. Felt really linear and less reward than just running up and doing his old 33K.

AAA - Same deal as Sophitia. I honestly don't remember if it is a mid or not, but it is slow.

BBB - Basically a BB into a reversal edge.

6AA - Same as his old 6A, but now there is a painfully slow mid horizontal follow up.

WR AA - Same WR A but with a high follow up that side turns on hit. NC.

Mitsurugi Changes:

  • 1A no longer knocksdown
  • 1aB has a new animation
  • 3A is like his old 3A but the animation is changed and it feels like it might have nerfed range. Felt weird.
  • BB6 is changed to B(B)
  • bA CH stuns. Can't really get much of a combo. Increased pushback.
  • 3B
  • B6
  • 1B is now changed to 2B
  • 236B and 236(B) now have severe pushback on hit and block. Hold version might be faster too. For regular 236B I couldn't even punish it with Mitsu B6 and I was definitely out of range for everything else that would be faster. Seems like the ultimate "get off me move" next to Soul Charge.
  • SC4 44AA changed to be 236A:A
  • SC4 11K changed to 236K. 236(K) on hit makes Relic B a frame trap that you can't move out of. You just gotta hold that.
  • 6B8 is now 4B
  • 11BA is now ALSO 44BA. Mist transition on normal hit grants you a couple face pokes.
  • FC 1BB is now WS B2B
  • New Jump B is like a while landing B in animation. Causes stun on hit and gives you a free 1BB.
  • kB unchanged, but SC2 players will like the Soul Charge version.
  • 2KB is now inputted as 1KB. -13 on hit with pushback on hit.
  • 4KB now pushes you out far on hit. If you only land 4K you're left standing.
  • WR K has increased range to match 4K. Has some pushback.
  • SC4 A+B is now B+K
  • 8A+B
  • A+B is the same animation as his broken destiny move that causes CF.
  • 66A+BG now cancels into Relic
  • Regains his SC2 66AA
  • 22A is now 11_44_77A. Can do 44(A) to go into Relic.
  • Regains his SC4 22A
  • Mist (B) goes into Relic
  • Mist BBBB has a new animation to where the last hit looks like his SC5 4B.
  • Mist A+B is faster. Stuns them on hit but they fall too low to get a 3B relaunch. If you trigger his revenge attack by hitting him out of it, he comes back at you with a mid unblockable.
  • Mist KB NCC
  • 2B+KB is the same unblockable, but on hit it gives him the hit throw animation of SC5 A+B.
  • Generic low kick is 2K
Mitsurugi in Soul Chage

  • Gets his 2KB BE from SC5 as 1KBB. Can do all three hits on block.
  • 3B BE returns as 3BB.
  • 22BB is a mid stun into a mid launcher. NC.
  • 66A+B
  • kB
  • bA hit throws on normal hit
  • 236B spikes them to the ground like 236B BE in SC5
Overall Mitsurugi Impression: Now has better lows with 1BB and 236(K) into Relic B force block. Soul Charge version is pretty ridiculous since he has those easy 50/50s on top of the SC2 kB as a get in tool. Seems improved just like Sophitia. 236B as a neutral resetter will be very handy.

Now remember, this is just an early build so all of it or none of it could be changed. That's just the stuff I tested. Shoutouts to Boom and Panchon for helping me test things.

Sample Sophitia combo:

TAS B Lethal Hit, 66B, TAS B, 4B

Sample Mitsu combo:

33(B), Relic K, 66BB
 
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